4ff395c862
Finished the NPC Creator tool
241 lines
9.4 KiB
HLSL
241 lines
9.4 KiB
HLSL
//-------------------------------------------------------------------------------------
|
|
// Defines
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
|
|
#define SURFACE_GRADIENT
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Fill SurfaceData/Builtin data function
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
|
|
|
#ifndef UNITY_TERRAIN_CB_VARS
|
|
#define UNITY_TERRAIN_CB_VARS
|
|
#endif
|
|
|
|
#ifndef UNITY_TERRAIN_CB_DEBUG_VARS
|
|
#define UNITY_TERRAIN_CB_DEBUG_VARS
|
|
#endif
|
|
|
|
CBUFFER_START(UnityTerrain)
|
|
UNITY_TERRAIN_CB_VARS
|
|
#ifdef UNITY_INSTANCING_ENABLED
|
|
float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
|
|
float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
|
|
#endif
|
|
#ifdef DEBUG_DISPLAY
|
|
UNITY_TERRAIN_CB_DEBUG_VARS
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef UNITY_INSTANCING_ENABLED
|
|
TEXTURE2D(_TerrainHeightmapTexture);
|
|
TEXTURE2D(_TerrainNormalmapTexture);
|
|
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
SAMPLER(sampler_TerrainNormalmapTexture);
|
|
#endif
|
|
#endif
|
|
|
|
// Declare distortion variables just to make the code compile with the Debug Menu.
|
|
// See LitBuiltinData.hlsl:73.
|
|
TEXTURE2D(_DistortionVectorMap);
|
|
SAMPLER(sampler_DistortionVectorMap);
|
|
|
|
float _DistortionScale;
|
|
float _DistortionVectorScale;
|
|
float _DistortionVectorBias;
|
|
float _DistortionBlurScale;
|
|
float _DistortionBlurRemapMin;
|
|
float _DistortionBlurRemapMax;
|
|
|
|
// Vertex height displacement
|
|
#ifdef HAVE_MESH_MODIFICATION
|
|
|
|
UNITY_INSTANCING_BUFFER_START(Terrain)
|
|
UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
|
|
UNITY_INSTANCING_BUFFER_END(Terrain)
|
|
|
|
// Visualization
|
|
//Heatmap
|
|
TEXTURE2D(_HeatmapGradient); SAMPLER(sampler_HeatmapGradient);
|
|
TEXTURE2D(_HeatHeightmap); SAMPLER(sampler_HeatHeightmap);
|
|
CBUFFER_START(Heatmap)
|
|
half4 _HeatmapData;
|
|
CBUFFER_END
|
|
|
|
//Splatmap
|
|
TEXTURE2D(_SplatmapTex); SAMPLER(sampler_SplatmapTex);
|
|
|
|
float4 ConstructTerrainTangent(float3 normal, float3 positiveZ)
|
|
{
|
|
// Consider a flat terrain. It should have tangent be (1, 0, 0) and bitangent be (0, 0, 1) as the UV of the terrain grid mesh is a scale of the world XZ position.
|
|
// In CreateWorldToTangent function (in SpaceTransform.hlsl), it is cross(normal, tangent) * sgn for the bitangent vector.
|
|
// It is not true in a left-handed coordinate system for the terrain bitangent, if we provide 1 as the tangent.w. It would produce (0, 0, -1) instead of (0, 0, 1).
|
|
// Also terrain's tangent calculation was wrong in a left handed system because cross((0,0,1), terrainNormalOS) points to the wrong direction as negative X.
|
|
// Therefore all the 4 xyzw components of the tangent needs to be flipped to correct the tangent frame.
|
|
// (See TerrainLitData.hlsl - GetSurfaceAndBuiltinData)
|
|
float3 tangent = cross(normal, positiveZ);
|
|
return float4(tangent, -1);
|
|
}
|
|
|
|
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
|
|
{
|
|
#ifdef UNITY_INSTANCING_ENABLED
|
|
float2 patchVertex = input.positionOS.xy;
|
|
float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
|
|
|
|
float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
|
|
float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
|
|
|
|
input.positionOS.xz = sampleCoords * _TerrainHeightmapScale.xz;
|
|
input.positionOS.y = height * _TerrainHeightmapScale.y;
|
|
|
|
#ifdef ATTRIBUTES_NEED_NORMAL
|
|
input.normalOS = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
|
|
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
input.uv0 = sampleCoords;
|
|
#else
|
|
input.uv0 = sampleCoords * _TerrainHeightmapRecipSize.zw;
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ATTRIBUTES_NEED_TANGENT
|
|
input.tangentOS = ConstructTerrainTangent(input.normalOS, float3(0, 0, 1));
|
|
#endif
|
|
return input;
|
|
}
|
|
|
|
#endif // HAVE_MESH_MODIFICATION
|
|
|
|
// We don't use emission for terrain
|
|
#define _EmissiveColor float3(0,0,0)
|
|
#define _AlbedoAffectEmissive 0
|
|
#define _EmissiveExposureWeight 0
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl"
|
|
#undef _EmissiveColor
|
|
#undef _AlbedoAffectEmissive
|
|
#undef _EmissiveExposureWeight
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitSurfaceData.hlsl"
|
|
|
|
void TerrainLitShade(float2 uv, inout TerrainLitSurfaceData surfaceData);
|
|
void TerrainLitDebug(float2 uv, inout float3 baseColor);
|
|
|
|
float3 ConvertToNormalTS(float3 normalData, float3 tangentWS, float3 bitangentWS)
|
|
{
|
|
#ifdef _NORMALMAP
|
|
#ifdef SURFACE_GRADIENT
|
|
return SurfaceGradientFromTBN(normalData.xy, tangentWS, bitangentWS);
|
|
#else
|
|
return normalData;
|
|
#endif
|
|
#else
|
|
#ifdef SURFACE_GRADIENT
|
|
return float3(0.0, 0.0, 0.0); // No gradient
|
|
#else
|
|
return float3(0.0, 0.0, 1.0);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
float2 terrainNormalMapUV = (input.texCoord0.xy + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
input.texCoord0.xy *= _TerrainHeightmapRecipSize.zw;
|
|
#endif
|
|
|
|
// terrain lightmap uvs are always taken from uv0
|
|
input.texCoord1 = input.texCoord2 = input.texCoord0;
|
|
|
|
TerrainLitSurfaceData terrainLitSurfaceData;
|
|
InitializeTerrainLitSurfaceData(terrainLitSurfaceData);
|
|
TerrainLitShade(input.texCoord0.xy, terrainLitSurfaceData);
|
|
|
|
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#ifdef TERRAIN_PERPIXEL_NORMAL_OVERRIDE
|
|
float3 normalWS = terrainLitSurfaceData.normalData.xyz; // normalData directly contains normal in world space.
|
|
surfaceData.normalWS = normalWS;
|
|
#else
|
|
float3 normalOS = SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, terrainNormalMapUV).rgb * 2 - 1;
|
|
float3 normalWS = mul((float3x3)GetObjectToWorldMatrix(), normalOS);
|
|
#endif
|
|
float4 tangentWS = ConstructTerrainTangent(normalWS, GetObjectToWorldMatrix()._13_23_33);
|
|
input.tangentToWorld = BuildWorldToTangent(tangentWS, normalWS);
|
|
#endif
|
|
surfaceData.tangentWS = normalize(input.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. Tag: SURFACE_GRADIENT
|
|
|
|
#if !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) || !defined(TERRAIN_PERPIXEL_NORMAL_OVERRIDE)
|
|
float3 normalTS = ConvertToNormalTS(terrainLitSurfaceData.normalData, input.tangentToWorld[0], input.tangentToWorld[1]);
|
|
GetNormalWS(input, normalTS, surfaceData.normalWS, float3(1.0, 1.0, 1.0));
|
|
#endif
|
|
surfaceData.geomNormalWS = input.tangentToWorld[2];
|
|
|
|
//Visualization
|
|
#ifdef _HEATMAP
|
|
#ifdef LOCAL_SPACE
|
|
half height = UnpackHeightmap(SAMPLE_TEXTURE2D(_HeatHeightmap, sampler_HeatHeightmap, input.texCoord0.xy)) * 2;
|
|
#else
|
|
half height = ((GetAbsolutePositionWS(posInput.positionWS).y - _HeatmapData.z) - _HeatmapData.x) / (_HeatmapData.y - _HeatmapData.x);
|
|
#endif
|
|
surfaceData.baseColor = SAMPLE_TEXTURE2D(_HeatmapGradient, sampler_HeatmapGradient, height.xx).rgb;
|
|
#elif _SPLATMAP_PREVIEW
|
|
surfaceData.baseColor = SAMPLE_TEXTURE2D(_SplatmapTex, sampler_SplatmapTex, input.texCoord0.xy).rgb;
|
|
#else
|
|
surfaceData.baseColor = terrainLitSurfaceData.albedo;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = terrainLitSurfaceData.smoothness;
|
|
surfaceData.metallic = terrainLitSurfaceData.metallic;
|
|
surfaceData.ambientOcclusion = terrainLitSurfaceData.ao;
|
|
|
|
surfaceData.subsurfaceMask = 0;
|
|
surfaceData.thickness = 1;
|
|
surfaceData.diffusionProfileHash = 0;
|
|
|
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
|
|
|
// Init other parameters
|
|
surfaceData.anisotropy = 0.0;
|
|
surfaceData.specularColor = float3(0.0, 0.0, 0.0);
|
|
surfaceData.coatMask = 0.0;
|
|
surfaceData.iridescenceThickness = 0.0;
|
|
surfaceData.iridescenceMask = 0.0;
|
|
|
|
// Transparency parameters
|
|
// Use thickness from SSS
|
|
surfaceData.ior = 1.0;
|
|
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
|
|
surfaceData.atDistance = 1000000.0;
|
|
surfaceData.transmittanceMask = 0.0;
|
|
|
|
float3 bentNormalWS = surfaceData.normalWS;
|
|
|
|
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
|
|
#ifdef _MASKMAP
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#else
|
|
surfaceData.specularOcclusion = 1.0;
|
|
#endif
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
|
{
|
|
TerrainLitDebug(input.texCoord0.xy, surfaceData.baseColor);
|
|
surfaceData.metallic = 0;
|
|
}
|
|
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
|
|
// as it can modify attribute use for static lighting
|
|
ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
GetBuiltinData(input, V, posInput, surfaceData, 1, bentNormalWS, 0, builtinData);
|
|
}
|